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- import {
- Vector2
- } from 'three';
- /**
- * NVIDIA FXAA by Timothy Lottes
- * https://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf
- * - WebGL port by @supereggbert
- * http://www.glge.org/demos/fxaa/
- * Further improved by Daniel Sturk
- */
- const FXAAShader = {
- uniforms: {
- 'tDiffuse': { value: null },
- 'resolution': { value: new Vector2( 1 / 1024, 1 / 512 ) }
- },
- vertexShader: /* glsl */`
- varying vec2 vUv;
- void main() {
- vUv = uv;
- gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
- }`,
- fragmentShader: `
- precision highp float;
- uniform sampler2D tDiffuse;
- uniform vec2 resolution;
- varying vec2 vUv;
- // FXAA 3.11 implementation by NVIDIA, ported to WebGL by Agost Biro (biro@archilogic.com)
- //----------------------------------------------------------------------------------
- // File: es3-kepler\FXAA\assets\shaders/FXAA_DefaultES.frag
- // SDK Version: v3.00
- // Email: gameworks@nvidia.com
- // Site: http://developer.nvidia.com/
- //
- // Copyright (c) 2014-2015, NVIDIA CORPORATION. All rights reserved.
- //
- // Redistribution and use in source and binary forms, with or without
- // modification, are permitted provided that the following conditions
- // are met:
- // * Redistributions of source code must retain the above copyright
- // notice, this list of conditions and the following disclaimer.
- // * Redistributions in binary form must reproduce the above copyright
- // notice, this list of conditions and the following disclaimer in the
- // documentation and/or other materials provided with the distribution.
- // * Neither the name of NVIDIA CORPORATION nor the names of its
- // contributors may be used to endorse or promote products derived
- // from this software without specific prior written permission.
- //
- // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ''AS IS'' AND ANY
- // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
- // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
- // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- //
- //----------------------------------------------------------------------------------
- #ifndef FXAA_DISCARD
- //
- // Only valid for PC OpenGL currently.
- // Probably will not work when FXAA_GREEN_AS_LUMA = 1.
- //
- // 1 = Use discard on pixels which don't need AA.
- // For APIs which enable concurrent TEX+ROP from same surface.
- // 0 = Return unchanged color on pixels which don't need AA.
- //
- #define FXAA_DISCARD 0
- #endif
- /*--------------------------------------------------------------------------*/
- #define FxaaTexTop(t, p) texture2D(t, p, -100.0)
- #define FxaaTexOff(t, p, o, r) texture2D(t, p + (o * r), -100.0)
- /*--------------------------------------------------------------------------*/
- #define NUM_SAMPLES 5
- // assumes colors have premultipliedAlpha, so that the calculated color contrast is scaled by alpha
- float contrast( vec4 a, vec4 b ) {
- vec4 diff = abs( a - b );
- return max( max( max( diff.r, diff.g ), diff.b ), diff.a );
- }
- /*============================================================================
- FXAA3 QUALITY - PC
- ============================================================================*/
- /*--------------------------------------------------------------------------*/
- vec4 FxaaPixelShader(
- vec2 posM,
- sampler2D tex,
- vec2 fxaaQualityRcpFrame,
- float fxaaQualityEdgeThreshold,
- float fxaaQualityinvEdgeThreshold
- ) {
- vec4 rgbaM = FxaaTexTop(tex, posM);
- vec4 rgbaS = FxaaTexOff(tex, posM, vec2( 0.0, 1.0), fxaaQualityRcpFrame.xy);
- vec4 rgbaE = FxaaTexOff(tex, posM, vec2( 1.0, 0.0), fxaaQualityRcpFrame.xy);
- vec4 rgbaN = FxaaTexOff(tex, posM, vec2( 0.0,-1.0), fxaaQualityRcpFrame.xy);
- vec4 rgbaW = FxaaTexOff(tex, posM, vec2(-1.0, 0.0), fxaaQualityRcpFrame.xy);
- // . S .
- // W M E
- // . N .
- bool earlyExit = max( max( max(
- contrast( rgbaM, rgbaN ),
- contrast( rgbaM, rgbaS ) ),
- contrast( rgbaM, rgbaE ) ),
- contrast( rgbaM, rgbaW ) )
- < fxaaQualityEdgeThreshold;
- // . 0 .
- // 0 0 0
- // . 0 .
- #if (FXAA_DISCARD == 1)
- if(earlyExit) FxaaDiscard;
- #else
- if(earlyExit) return rgbaM;
- #endif
- float contrastN = contrast( rgbaM, rgbaN );
- float contrastS = contrast( rgbaM, rgbaS );
- float contrastE = contrast( rgbaM, rgbaE );
- float contrastW = contrast( rgbaM, rgbaW );
- float relativeVContrast = ( contrastN + contrastS ) - ( contrastE + contrastW );
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
- bool horzSpan = relativeVContrast > 0.;
- // . 1 .
- // 0 0 0
- // . 1 .
- // 45 deg edge detection and corners of objects, aka V/H contrast is too similar
- if( abs( relativeVContrast ) < .3 ) {
- // locate the edge
- vec2 dirToEdge;
- dirToEdge.x = contrastE > contrastW ? 1. : -1.;
- dirToEdge.y = contrastS > contrastN ? 1. : -1.;
- // . 2 . . 1 .
- // 1 0 2 ~= 0 0 1
- // . 1 . . 0 .
- // tap 2 pixels and see which ones are "outside" the edge, to
- // determine if the edge is vertical or horizontal
- vec4 rgbaAlongH = FxaaTexOff(tex, posM, vec2( dirToEdge.x, -dirToEdge.y ), fxaaQualityRcpFrame.xy);
- float matchAlongH = contrast( rgbaM, rgbaAlongH );
- // . 1 .
- // 0 0 1
- // . 0 H
- vec4 rgbaAlongV = FxaaTexOff(tex, posM, vec2( -dirToEdge.x, dirToEdge.y ), fxaaQualityRcpFrame.xy);
- float matchAlongV = contrast( rgbaM, rgbaAlongV );
- // V 1 .
- // 0 0 1
- // . 0 .
- relativeVContrast = matchAlongV - matchAlongH;
- relativeVContrast *= fxaaQualityinvEdgeThreshold;
- if( abs( relativeVContrast ) < .3 ) { // 45 deg edge
- // 1 1 .
- // 0 0 1
- // . 0 1
- // do a simple blur
- return mix(
- rgbaM,
- (rgbaN + rgbaS + rgbaE + rgbaW) * .25,
- .4
- );
- }
- horzSpan = relativeVContrast > 0.;
- }
- if(!horzSpan) rgbaN = rgbaW;
- if(!horzSpan) rgbaS = rgbaE;
- // . 0 . 1
- // 1 0 1 -> 0
- // . 0 . 1
- bool pairN = contrast( rgbaM, rgbaN ) > contrast( rgbaM, rgbaS );
- if(!pairN) rgbaN = rgbaS;
- vec2 offNP;
- offNP.x = (!horzSpan) ? 0.0 : fxaaQualityRcpFrame.x;
- offNP.y = ( horzSpan) ? 0.0 : fxaaQualityRcpFrame.y;
- bool doneN = false;
- bool doneP = false;
- float nDist = 0.;
- float pDist = 0.;
- vec2 posN = posM;
- vec2 posP = posM;
- int iterationsUsed = 0;
- int iterationsUsedN = 0;
- int iterationsUsedP = 0;
- for( int i = 0; i < NUM_SAMPLES; i++ ) {
- iterationsUsed = i;
- float increment = float(i + 1);
- if(!doneN) {
- nDist += increment;
- posN = posM + offNP * nDist;
- vec4 rgbaEndN = FxaaTexTop(tex, posN.xy);
- doneN = contrast( rgbaEndN, rgbaM ) > contrast( rgbaEndN, rgbaN );
- iterationsUsedN = i;
- }
- if(!doneP) {
- pDist += increment;
- posP = posM - offNP * pDist;
- vec4 rgbaEndP = FxaaTexTop(tex, posP.xy);
- doneP = contrast( rgbaEndP, rgbaM ) > contrast( rgbaEndP, rgbaN );
- iterationsUsedP = i;
- }
- if(doneN || doneP) break;
- }
- if ( !doneP && !doneN ) return rgbaM; // failed to find end of edge
- float dist = min(
- doneN ? float( iterationsUsedN ) / float( NUM_SAMPLES - 1 ) : 1.,
- doneP ? float( iterationsUsedP ) / float( NUM_SAMPLES - 1 ) : 1.
- );
- // hacky way of reduces blurriness of mostly diagonal edges
- // but reduces AA quality
- dist = pow(dist, .5);
- dist = 1. - dist;
- return mix(
- rgbaM,
- rgbaN,
- dist * .5
- );
- }
- void main() {
- const float edgeDetectionQuality = .2;
- const float invEdgeDetectionQuality = 1. / edgeDetectionQuality;
- gl_FragColor = FxaaPixelShader(
- vUv,
- tDiffuse,
- resolution,
- edgeDetectionQuality, // [0,1] contrast needed, otherwise early discard
- invEdgeDetectionQuality
- );
- }
- `
- };
- export { FXAAShader };
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